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File: 75a03f7ea165444⋯.jpg (11.33 KB, 320x320, 1:1, quake-logo.jpg)

925625  No.15940913

Discussion on Quake and deathmatch. What would you like to see in a deathmatch game? What do you like or dislike about current and past deathmatch games? What are the major developer mistakes?

For my part, I will be uploading a free Quake III Arena mod in the next few months (probably at moddb). The mod has been in the making for six years. Most of that time was spent on the deathmatch AI. Not trying to self-promote here. Just looking for feedback. I will be uploading some videos and asking you what you see in them. This may help me to understand what I might need to do in order to drum up support in the future.

General discussion is mostly what I would like to see here. That can help me to determine what it is that I've done right and what else I may need to work on. Thanks.

df8d24  No.15941035

I feel none of the modern quake clones are violent enough. I don't know why they keep having the players be robots.


c8e986  No.15941041

Quake 3 being multiplayer only was a mistake.


2cec06  No.15941048

>>15941035

Half of it is for performance, a quarter of it is for theme (Quake 3 is high sci-fi, in comparison to the low and mid sci-fi of the first two), and another quarter is laziness.


d8b614  No.15941083

I was like 10 months old or something when Q3 came out so I didn't end up playing until recently. The biggest thing that caught my attention was the movement. Its still the main reason I continue to play them, I haven't found anything else that feels as good to speed around in.


ac7aee  No.15941096

File: aebcc73075f335e⋯.jpg (62.21 KB, 600x919, 600:919, Dark_eldar_shyntafae_by_be….jpg)

>>15940913

Q3 Arena was shit. Oldschool Unreal is where it's at. Even UT 2003/2004 were awesome. Epic shit themselves with UT2k3, though. What a squandered opportunity, that entry into the franchise.

And I also want to have sex with necris females.


20e3ad  No.15941104

File: 7cc7a1aadfe15fc⋯.gif (1.37 MB, 440x404, 110:101, lose yourself to dance.gif)

>>15941041

Quake 2 was shit and a lot of id's level designers like Romero fucked off by the time Q3 was being made, so I guess they decided it was better to have no campaign than a bad one.

I really love the first Quake's soundtrack. I wish NIN would score more games.


df8d24  No.15941213

>>15941048

>Half of it is for performance

That can't really be true given how Reflex, Xonotic etc all have very modern reflection and lighting shaders.

> quarter of it is for theme (Quake 3 is high sci-fi, in comparison to the low and mid sci-fi of the first two)

But quake 3 was violent as heck and had the satanic announcer

>and another quarter is laziness

Even this is hard to believe, these games are all projects of passions and seem for the most part to have a lot of work put into them.


16e584  No.15941958

>>15941035

>I feel none of the modern quake clones are violent enough.

Violence to me has always been a function of graphical fidelity. Things seem violent if a jpeg turns into giblets after you shoot it but that shit doesn't play when the characters are realistic models.

>>15941213

>That can't really be true given how Reflex, Xonotic etc all have very modern reflection and lighting shaders.

Old reflection and lighting shaders that looked as good as the modern shaders existed when Q3A was released. The difference is that the modern shaders are more efficient and can be rendered at real time.


696123  No.15941976

Q3A is what killed FPS games. Slowest movement in id's games to that point in time. Added weapon switching delays because reasons (it killed combos that had been developed in Q1 and Q2 with faster weapon switching). Added gay edgelord announcer in vein attempt to capture Mortal Kombat's audience. Added character skin selection that implied a difference in selectable character's abilities, but everyone turned on forced skins and set it to the huge mech character because it was highly visible (and the feet helped assist lining up long jumps).

Just give me Quake 1 with Threewave CTF or Clan (Rocket) Arena and active servers.


c8e986  No.15942021

>>15941104

From a business perspective, Quake 3 was perfectly reasonable. But not everything is about money making and the trend of multi-player focused games was really started by Quake 3 and that trend has been a cancer on the gaming industry that has never reconciled the long lasting damage it had over good game design in my personal opinion. This trend along side Halo two years latter essentially is what killed the classic first person shooter.


e48862  No.15942036

>>15941976

>Added weapon switching delays because reasons (it killed combos that had been developed in Q1 and Q2 with faster weapon switching)

didnt q2 start that? almost every weapon has a short time delay to switch and to fire again


696123  No.15942075

>>15942036

I should have said different delays for each weapon. Q2 was just slowed down everything from Q1, but equally slow for all weapon switching. I am pretty sure different weapons have different switching times in Q3A.

It's just stupid that you can't pop someone up with a rocket and then suspend them mid-air with the lightning gun in Q3 when it was so fuckin satisfying in Q1.


df8d24  No.15957130

>>15941958

>Violence to me has always been a function of graphical fidelity. Things seem violent if a jpeg turns into giblets after you shoot it but that shit doesn't play when the characters are realistic models

Are you trying to say that the difficulty of making a gory videogame goes up exponentially with the graphical fidelity of the game? I think Serious Sam 3 can be a guiding light here. Its a great example of how a game with 'realistic models' can do outlandish giblets and gore.

>Old reflection and lighting shaders that looked as good as the modern shaders existed when Q3A was released

I can't figure out what you're trying to point out here. Either something about baked lighting in videogames , or something about CG movie graphics. And I can't figure out what either of those have in relation to that Reflex and Xonotic raised the bar for required hardware far beyond the level where you would not have giblets to eek out an extra 5-10 frames.


95912b  No.15957227

>>15940913

I unironically like the movement and visuals. The visuals in Quake 3 felt really dynamic, fast, and expansive in comparison to modern games that feel stiff, slow, and tiny.

Crysis 1 had that "Quake 3" feel, but it lost it in the consolized Crysis sequels.


95912b  No.15957247

>>15957130

I think he's talking about how gore feels more gruesome when it looks abstract, mainly because your imagination fills the void by providing extra detail.

You know how you're curious to see the full version of violent clips when it's censored or cut in TV?




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